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Unreal Engine C++ API Reference > Plugins > EnhancedInput
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInputTrigger
- UInputTriggerCombo
References
Module | EnhancedInput |
Header | /Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
Include | #include "InputTriggers.h" |
Syntax
UCLASS&40;NotBlueprintable, Meta&61;&40;DisplayName&61;"Combo &40;Beta&41;", NotInputConfigurable&61;"true"&41;&41;
class UInputTriggerCombo : public UInputTrigger
Remarks
UInputTriggerCombo All actions in the combo array must be completed (based on combo completion event specified - triggered, completed, etc.) to trigger the action this trigger is on. Actions must also be completed in the order specified by the combo actions array (starting at index 0). Note: This will only trigger for one frame before resetting the combo trigger's progress
Variables
Type | Name | Description | |
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TArray< FInputComboStepData > | ComboActions | List of input actions that need to be completed (according to Combo Step Completion States) to trigger this action. |
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int32 | CurrentComboStepIndex | Keeps track of what action we're currently at in the combo. |
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float | CurrentTimeBetweenComboSteps | Time elapsed between last combo InputAction trigger and current time. |
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TArray< FInputCancelAction > | InputCancelActions | Actions that will cancel the combo if they are completed (according to Cancellation States) |
Constructors
No constructors are accessible with public or protected access.
Overridden from UInputTrigger
Type | Name | Description | |
---|---|---|---|
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ETriggerEventsSupported | Determines what kind of trigger events can happen from the behavior of this trigger. | |
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ETriggerType | Implicit, so action cannot fire unless this is firing. | |
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ETriggerState | UpdateState_Implementation
(
const UEnhancedPlayerInput* PlayerInput, |
Triggers on actuation. |
Overridden from UObject
Type | Name | Description | |
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EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Deprecated Variables
Type | Name | Description | |
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TArray< TObjectPtr< const UInputAction > > | CancelActions | CancelActions has been deprecated as of 5.2. Please use InputCancelActions instead. |